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author | Sergeanur <s.anureev@yandex.ua> | 2021-07-27 19:58:17 +0200 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2021-07-27 19:58:17 +0200 |
commit | 6dc8c5bd92dc031afa3ba9b6e1149dbbba338598 (patch) | |
tree | b91cd2317cef091e9321b44157ef519f33bfbc45 | |
parent | Law enforcers and generic female ped comments (diff) | |
parent | Fix stuck looking flag when answering phone and idle weapon animation (diff) | |
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-rw-r--r-- | src/audio/AudioLogic.cpp | 1 | ||||
-rw-r--r-- | src/control/TrafficLights.cpp | 2 | ||||
-rw-r--r-- | src/peds/Ped.cpp | 6 | ||||
-rw-r--r-- | src/peds/PedIK.h | 2 | ||||
-rw-r--r-- | src/peds/PlayerPed.cpp | 23 | ||||
-rw-r--r-- | src/weapons/Weapon.cpp | 26 |
6 files changed, 57 insertions, 3 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index d94a98c8..647c2fb0 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -4316,6 +4316,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nFrequency = 20000; goto AddFightSound; case SOUND_FIGHT_40: + case SOUND_186: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; m_sQueueSample.m_nFrequency = 18000; goto AddFightSound; diff --git a/src/control/TrafficLights.cpp b/src/control/TrafficLights.cpp index d8f211d0..a3cba9b9 100644 --- a/src/control/TrafficLights.cpp +++ b/src/control/TrafficLights.cpp @@ -303,7 +303,7 @@ CTrafficLights::DisplayActualLight(CEntity *ent) 12.0f, 1.0f, 40.0f, false, 0.0f); if (id >= 0) { - if (DotProduct(TheCamera.GetForward(), ent->GetForward()) < 0.0f) + if (DotProduct(TheCamera.GetForward(), ent->GetForward()) > 0.0f) CCoronas::RegisterCorona((uintptr)ent + id, r * CTimeCycle::GetSpriteBrightness() * 0.7f, g * CTimeCycle::GetSpriteBrightness() * 0.7f, diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index c0b1af23..e284dad5 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -7291,6 +7291,9 @@ CPed::SetAnswerMobile(void) { if (m_nPedState != PED_ANSWER_MOBILE && !DyingOrDead()) { SetPedState(PED_ANSWER_MOBILE); +#ifdef FIX_BUGS + ClearLookFlag(); +#endif RemoveWeaponAnims(GetWeapon()->m_eWeaponType, -4.0f); CAnimBlendAssociation *assoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_PHONE_IN, 4.0f); assoc->SetFinishCallback(StartTalkingOnMobileCB, this); @@ -7298,6 +7301,9 @@ CPed::SetAnswerMobile(void) if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED) m_storedWeapon = GetWeapon()->m_eWeaponType; +#ifdef FIX_BUGS + SetCurrentWeapon(0); +#endif RemoveWeaponModel(-1); } } diff --git a/src/peds/PedIK.h b/src/peds/PedIK.h index 8be04365..3011dd5f 100644 --- a/src/peds/PedIK.h +++ b/src/peds/PedIK.h @@ -29,7 +29,7 @@ class CPedIK { public: enum { - GUN_POINTED_SUCCESSFULLY = 1, // set but unused + GUN_POINTED_SUCCESSFULLY = 1, LOOKAROUND_HEAD_ONLY = 2, AIMS_WITH_ARM = 4, }; diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index 047eae10..88c1e6bf 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -574,8 +574,12 @@ CPlayerPed::DoWeaponSmoothSpray(void) return -1.0f; case WEAPONTYPE_CHAINSAW: - if (GetMeleeStartAnim(weaponInfo) && RpAnimBlendClumpGetAssociation(GetClump(), GetMeleeStartAnim(weaponInfo))) + if (GetMeleeStartAnim(weaponInfo) && RpAnimBlendClumpGetAssociation(GetClump(), GetMeleeStartAnim(weaponInfo))) { +#ifdef FREE_CAM + if (TheCamera.Cams[0].Using3rdPersonMouseCam()) return -1.0f; +#endif return PI / 128.0f; + } else if (GetFireAnimGround(weaponInfo, false) && RpAnimBlendClumpGetAssociation(GetClump(), GetFireAnimGround(weaponInfo, false))) return PI / 176.f; else @@ -1222,11 +1226,21 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) } if (padUsed->DuckJustDown() && !bIsDucking && m_nMoveState != PEDMOVE_SPRINT) { +#ifdef FIX_BUGS + // fix tommy being locked into looking at the same spot if you duck just after starting to shoot + if(!m_pPointGunAt) + ClearPointGunAt(); +#endif bCrouchWhenShooting = true; SetDuck(60000, true); } else if (bIsDucking && (padUsed->DuckJustDown() || m_nMoveState == PEDMOVE_SPRINT || padUsed->GetSprint() || padUsed->JumpJustDown() || padUsed->ExitVehicleJustDown())) { +#ifdef FIX_BUGS + // same fix as above except for standing up + if(!m_pPointGunAt) + ClearPointGunAt(); +#endif ClearDuck(true); bCrouchWhenShooting = false; } @@ -1466,6 +1480,13 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed) padMoveInGameUnit = CVector2D(leftRight, upDown).Magnitude() / PAD_MOVE_TO_GAME_WORLD_MOVE; } +#ifdef FREE_CAM + if (TheCamera.Cams[0].Using3rdPersonMouseCam() && smoothSprayRate > 0.0f) { + padMoveInGameUnit = 0.0f; + smoothSprayWithoutMove = false; + } +#endif + if (padMoveInGameUnit > 0.0f || smoothSprayWithoutMove) { float padHeading = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown); float neededTurn = CGeneral::LimitRadianAngle(padHeading - camOrientation); diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp index bac82588..f31e0c60 100644 --- a/src/weapons/Weapon.cpp +++ b/src/weapons/Weapon.cpp @@ -932,11 +932,37 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); CWorld::bIncludeBikers = false; } +#ifdef FIX_BUGS + // fix muzzleflash rotation + heading = CGeneral::GetAngleBetweenPoints(source.x, source.y, target.x, target.y); + angle = DEGTORAD(heading); + + ahead = CVector2D(-Sin(angle), Cos(angle)); + ahead.Normalise(); +#endif } else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() ) { TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target); +#ifdef FREE_CAM + CPed *shooterPed = (CPed *)shooter; + if((shooterPed->m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) { + target.x = info->m_fRange; + target.y = 0.0f; + target.z = 0.0f; + shooterPed->TransformToNode(target, PED_HANDR); + } +#endif + +#ifdef FIX_BUGS + // fix muzzleflash rotation + heading = CGeneral::GetAngleBetweenPoints(source.x, source.y, target.x, target.y); + angle = DEGTORAD(heading); + + ahead = CVector2D(-Sin(angle), Cos(angle)); + ahead.Normalise(); +#endif CWorld::bIncludeBikers = true; CWorld::bIncludeDeadPeds = true; CWorld::bIncludeCarTyres = true; 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